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...in which the Marvel Universe's Weapon X program faces off against the DC Universe's White Lantern Corps. Will Wolverine and Sabretooth pull off the win? Will Animal Man and Ice pick up the slack? What will I have for lunch? So many burning questions!
Campaign Battle #6 ~ The battle of the Black Gate.
Setup.
Map: Helms Dike and Battlefield.
Point value: 1000
Force A: Aragon (or strider), Gandalf
Force B: Mouth of Sauron, Olog hai
Aftermath.
Campaign end; total your victory points from each campaign battle and compare to determine the winner of the campaign.
Relic: Mjolnir
Treasures: Barrow Blade:
Once per battle, before dealing damage with a close combat attack, roll a d6; if the result is greater than the damage being dealt, that damage is penetrating. Mithrill Shirt:
Once per battle, when one of your characters would be dealt penetrating damage, the damage is not penetrating. Ringbearer’s Inspiration:
Once per battle, as a free action remove an action token from up to two
characters that have exactly one action token. Hammerhands Horn:
Once per battle, give one of your characters a power action; they can use 'Incapacitate' as a free action as if they had a range value of 8 and could target 3 targets. Inspired by the King:
Once per battle, roll a d6 for each friendly character on the battlefield with a point value of 50+ points, on a result of 1 or 2 heal the character of damage equal to the result.
(Special) E.V.A.: When Fantomex has one action token and no friendly character named E.V.A. is on your force, you may give him a free action and place an E.V.A. bystander token on the map in an adjacent square as described on the back of this card.
(Speed) Master Thief and Misdirection: Fantomex can use Running Shot, Shape Change and Stealth.
gx040 E Sabretooth
Team: Brotherhood of Mutants
Range: 0
Points: 93
Keywords: Animal, Brotherhood of Mutants, Marauders, Weapon X
9
12
17
3
8
11
16
3
8
10
15
3
6
10
16
3
7
11
16
2
7
10
15
2
6
9
15
2
KO
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(Attack) Mortal Wound: When a character takes 3 or more damage from Sabretooth's attack, that character can't heal for the rest of the game even if this power is countered or lost.
(Defense) Animalistic: Sabretooth can use Combat Reflexes and Super Senses.
Automatic Regeneration
Prerequisites: Regeneration
Choose a character.
Once, at the beginning of your turn, this character uses Regeneration as a free action.
mu030 R X-23
Team: No Affiliation
Range: 0
Points: 35
Keywords: Mutant, Teen, Weapon X
8
9
16
1
7
9
15
2
7
9
15
2
6
8
14
1
6
7
14
1
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KO
KO
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(Attack) Programmed Assassin: X-23 can use Stealth. When she occupies hindering terrain and makes a close combat attack, modify her attack value by +1.
(Special) Hard To Take Down: Wolverine can use Toughness.
(Defense) Keep Comin' At Ya: Wolverine can use Regeneration. When turning the dial, if this power is revealed due to damage taken from an opponent's attack, stop turning the dial.
Avengers (Heroic Age)
When a character using this team ability is given a move action, after actions resolve roll a d6 that can't be rerolled. On a roll of 6, remove an action token from that character.
Automatic Regeneration
Prerequisites: Regeneration
Choose a character.
Once, at the beginning of your turn, this character uses Regeneration as a free action.
aw042 V Aurora
Team: No Affiliation
Range: 8
Points: 65
Keywords: Weapon X
10
9
16
3
8
9
16
2
9
8
16
2
8
8
15
2
8
8
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1
7
7
14
1
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wxm208 V Cyber
Team: No Affiliation
Range: 0
Points: 167
Keywords: Armor, Brute, Weapon X
9
11
17
3
8
11
17
3
8
10
16
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8
9
17
2
7
10
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2
7
9
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2
6
10
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2
6
9
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2
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(Special) Adamantium-Enhanced: Cyber can use Regeneration and Super Strength. When he uses Regeneration, subtract 3 from the d6 roll instead of 2, but his minimum result is 1.
(Special) Psionic Tracking: When an opposing character takes damage from Cyber's attack, place a Psionic Tracking token on its character card if it does not have one already. Cyber modifies his attack value by +2 when targeting a character with a Psionic Tracking token.
(Attack) Hallucinogenic Toxin-Laced Adamantium Claws: Cyber can use Blades/Claws/Fangs. If the result of the d6 roll is lower than his printed damage value, instead of dealing damage, he may use Mind Control as a free action targeting the hit character.
Automatic Regeneration
Prerequisites: Regeneration
Choose a character.
Once, at the beginning of your turn, this character uses Regeneration as a free action.
ws057 V Deadpool
Team: Spider-Man
Range: 8
Points: 158
Keywords: Agency X, Deadpool Corps, Frightful Four, Great Lakes Avengers, Martial Artist, Six Pack, Weapon X, X-Force
8
12
17
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2
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(Special) Ridiculous Regeneration: Whenever Deadpool would be dealt damage from an attack, roll a d6 instead. On a result of 1, he takes that damage plus 1. On a result of a 2-3 he takes the normal amount of damage. On a result of a 4-5 he takes 1 damage. On a result of a 6, he heals 1 damage instead.
iim042 V Iron Doom
Team: Minions of Doom
Range: 8
Points: 200
Keywords: Armor, Mystical, Ruler, Scientist, Weapon X
8
12
18
4
8
12
18
4
8
11
17
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3
7
10
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9
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3
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(Defense) Unquestioned Mastermind: Iron Doom can use Leadership, Mastermind, and Super Senses. Other characters with a lower point value can't use either Leadership or Mastermind.
(Damage) Lord of the World: Iron Doom can use Outwit and Perplex. Give him a free action and roll a d6 that can't be rerolled. On an result of 4-6, when he uses Outwit, he may counter a power possessed by an opposing character anywhere on the map.
wxm042bt E.V.A.
Team: No Affiliation
Range: [b]0 Keywords:
8
10
17
1
(Attack) External Nervous System: Friendly characters named Fantomex can use Toughness and may draw lines of fire and count squares and range from E.V.A.'s square.
anW-7 U Flash
Team: No Affiliation
Range: 8
Points: 138
Keywords: Central City, White Lantern Corps
14
10
18
3
13
10
18
3
13
11
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3
13
10
17
2
12
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6
8
15
1
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(Defense) LIVE!: Flash can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
(Damage) White Blur: Flash can use Shape Change. When he rolls a d6 for Shape Change, on a result of 5 or 6, heal him of 1 damage after actions resolves.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Force Field
Prerequisites: Barrier, Defend, Energy Shield/Deflection, or Telekinesis
Choose a character without a power that reduces damage.
The character gains Toughness.
anW-2 U Bart Allen
Team: No Affiliation
Range: 8
Points: 120
Keywords: Teen Titans, White Lantern Corps
12
10
18
2
11
9
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11
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(Speed) White Sprint: Bart Allen can use Hypersonic Speed. When he does, after actions resolve, you may roll a d6. On a result of 5 or 6, heal him of 1 damage.
(Defense) LIVE!: Bart Allen can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Armor Piercing
Choose a character.
Damage dealt by the character may not be reduced below 1.
bd003 V Deadman
Team: Mystics
Range: 6
Points: 87
Keywords: Brightest Day, Mystical, White Lantern Corps
10
10
18
2
8
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17
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8
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2
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(Attack) White Rebirth: Deadman can use Support and Telekinesis. When he uses support, his minimum result is 2.
(Defense) LIVE!: Deadman can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
(Damage) Summon the White: Give Deadman a power action. Any number of friendly characters with the Brightest Day and/or White Lantern Corps keywords can be placed adjacent to him, up to the number of adjacent unoccupied squares. Those characters can't be given actions until your next turn.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Heightened Reflexes
Prerequisites: Combat Reflexes or Energy Shield/Deflection
Choose a character.
When the character is hit by an attack using Charge, Hypersonic Speed, Running Shot, or the transporter move and attack ability, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack.
anW-1 U Ice
Team: No Affiliation
Range: 8
Points: 94
Keywords: Justice League International, White Lantern Corps
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17
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(Attack) White Freeze: Ice can use Incapacitate. When she does, after actions resolve, you may roll a 1d6. On a result of 5 or 6, heal her of 1 damage.
(Defense) LIVE!: Ice can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Stunning Blow
Prerequisites: Incapacitate
Choose a character.
When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
anW-5 U Animal Man
Team: No Affiliation
Range: 8
Points: 83
Keywords: Animal, White Lantern Corps
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9
17
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(Speed) Connected to All Life Now: At the beginning of your turn, you may choose a standard power and/or combat ability possessed by a single friendly character within 8 squares and with a lower point value. Animal Man can use that power and/or that ability until the beginning of your next turn if he can't already.
(Defense) LIVE!: Animal Man can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
(Damage) White Senses: Animal Man can use Super Senses. When he rolls a d6 for Super Senses, on a result of 5 or 6, heal him of 1 damage after actions resolve.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Nanobots
Prerequisites: Damage value of 2 or less
Choose a character.
When this character is the only character adjacent to an object not being carried by a character, give the character a free action and remove the object from the game. Heal the character of 2 damage.
wkD-005 U Batman
Team: No Affiliation
Range: 8
Points: 132
Keywords: Batman Family, White Lantern Corps
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17
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(Attack) Life's Crusader: Batman can use Steal Energy, but when he would heal with it, heal all adjacent friendly characters instead of him and roll a d6. On a result of 5 or 6, heal him of 1 damage.
(Defense) Live!: Batman can use Regeneration. When turning the dial, if this click is revealed due to damage taken by an opponent's attack, stop turning the dial.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Outsmart
Prerequisites: Mastermind or Outwit
Choose a character.
When a power possessed by the character or an adjacent friendly character would be countered by an opposing character's power or ability, you and the opposing character's controller each roll 2d6. If your result is more, the power is not countered instead.
an100 U Sinestro
Team: Quintessence
Range: 8
Points: 249
Keywords: White Lantern Corps
12
12
18
5
10
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18
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10
11
17
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10
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17
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8
9
15
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(Attack) White Sword: Sinestro can use Blades/Claws/Fangs. When he rolls a d6 for Blades/Claws/Fangs, on a result of 5 or 6, you may heal him of 1 damage after actions resolve.
(Defense) LIVE!: Sinestro can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
with:
White Lantern Corps ATA
Place a number of tokens on this card equal to the number of characters with the White Lantern Corps keyword with which you begin the game. Immediately before any attack roll, you may remove one token to modify a friendly character's defensive value by +1.
Healing Factor
Prerequisites: Regeneration
Choose a character.
When this character uses Regeneration, it doesn't count toward your available actions for the turn.
Relic:
White Light (Left Thumb)
Relic: 4-6.
When this character hits a single opposing character with a ranged combat attack, until your next turn, modify target's attack value by -2 and damage value by -1.
Cost: 998
Treasure:
Barrow Blade:
Once per battle, before dealing damage with a close combat attack, roll a d6; if the result is greater than the damage being dealt, that damage is penetrating.
FYI, Doom's Special Defense, shuts down Leadership and Mastermind on ALL other characters so Deadman wont be able to roll for it as long as Doom has that power.
Turn 1B
Free) Doom checks his Day planner and sees if he's Lord of the World yet.
1 - Nope, not yet.
Free) Doom and Deadpool copy the Avengers (Heroic) ATA
1) Fantomex moves to C5
Free) Fantomex Generates EVA at D6
2) Eva Flies to C14
Free) Eva Outwits Bart's Super Senses
Free) Deadpool Perplexs up Doom's Range
Free) Doom Perplexs up his own Range
3) Doom Running shots to I6 and fires on Bart
12 vs 19 (Hindering)
Attack Roll is...12+4+2=18 Miss. Stupid bush
X-23 TTPC Attack Roll is...12+6+2=20 That'll connect for 4
4) Aurora carries Cyber to H6 and drops the metal man at H7
5) Deadpool moves to K9
Heroic Avenger:6 No action token for the move
6) Wolverine moves to E9
Heroic Avenger: 1 he takes a token.
7) Sabretooth to D9
Cyber will TTPC a successful attack on Doom only. Doom will mastermind damage to Cyber. I'll use the Mithril Shirt at the first chance
1) Sinestro uses Running Shot to zip to G14 and dual target EVA and Deadpool, 12 on 17 and 17...gets an 8. Sinestro will give 1 damage to EVA, and the rest to Deadpool. EVA rolls for Super Senses...she gets a 3. She's blown up - for now. Deadpool rolls for Ridiculous Regen...he gets a 2. Deadpool takes 4.
2) Ice pushes to use TK on Deadman, sending him to H14. She takes 1 for pushing.
3) Deadman attempts to finish Deadpool off, 10 on 16...and it's a crit miss. Deadman takes 1 for the miss.
4) Batman uses Running Shot to zoom to I13. He'll attack him, 11 on 17...gets a 6. Cyber takes 1, and Batman takes 1 for pushing.
5) Barry will perplex up his attack and use Hypersonic Speed to zoom to K9 and target Deadpool, 11 on 16...gets a 5. Deadpool rolls for Ridiculous Regen...gets a perfect 6. He'll heal 1 instead of taking damage. Barry finishes his movement at I14 and takes 1 for pushing.
Everyone else clears.
Batman will use the Outsmart Feat when the people around him get targeted, and all Lanterns will use an ATA token if attacked.
Cyber will TTPC a successful attack on Doom only. Doom will mastermind damage to Cyber. I'll use the Mithril Shirt at the first chance
Theres a couple problems with your turn man, On the Map and on the Recap you have Sinestro at G14. But in the write up you have him running shotting to K12 and firing on Deadpool, but K12 has a blocked line of Fire to Deadpool. Where did you want him at?
Also, you can't use Outwit between the move and attack portions of Running shot, Charge or Hypersonic Speed. You have to complete the full move and attack before or after the Outwit. Since Cyber can't be seen where he is, he'd have to complete his attack with the invul in place.
Since these are casual games, I don't mind if you go back and change your action with Batman if you want. Sinestro has a legal attack from G14 to both targets, I just want to make sure thats where you want him before I move on.
Free) Cyber uses AutoRegen, he has a minimum of 1 from his trait so I didn't roll for it.
Free) Fantomex Generates EVA at D6
Free) Doom Perplexs up his own attack and fires on Deadman
1) Doom Running shots to I7
13 vs 19 (Hindering, Lantern)
Attack Roll is...13+1+2=16 Miss.
Aurora TTPC Attack Roll is...13+2+4=19 Hits for 4.
Deadman's Reflexes:2 Still hits.
Doom and Aurora both takes clicks from Mystics/Pushing
2) Cyber Charges to H12 and does to finish off Deadman
11 vs 17 (Lantern)
Attack Roll is...11+4+4=19 Hits and Drops Deadman, Cyber takes a mystics click.
3) Eva flies to K13
Free) Eva outwits Batman's Invulnerability
EVA Outsmart: 3+1=4
Batman Outsmart:3+2=5 The outwit fails.
4) Wolverine Charges to H13 and attacks Batman with Exploit Weakness
11 vs 18 (Lantern)
Attack Roll is...11+4+1=16 Miss.
Free) Ringbearer's Inspiration pulls a token off of Fantomex and Cyber
5) Fantomex RCE targeting Batman +2 Damage
11 vs 18 (Lantern)
Attack Roll is...11+4+6=21 connects with Bats for 5-2(invul)3
6) Deadpool RCE Targeting Batman +2 Attack
12 vs 18 (Lantern)
Attack Roll is...12+1+3=16 Miss
Doom PC Attack Roll is...12+6+1=19 That one connects for 3 and Bats hits his Stop click.
7) Sabretooth Charges to I12 to finish off Bats
12 vs 16 (Lantern)
Attack Roll is..12+6+4=22 Hits and drops the White Knight.
X-23 Clears.
X-23 will TTPC any attack she can see, Doom will also use PC on any successful attack he can see. Mithril Shirt instruction stay as is.
Weapon X Program
2) Bart will use White Sprint, zooming to G13 and attacking Wolverine, 9 on 17...he actually gets an 8. Wolverine takes 1 after Toughness. Bart will finish his move at E14 and roll for the Sprint...it's a 4. Nothing.